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betatrash

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Everything posted by betatrash

  1. Nope, I can confirm it is still technically beta... The module is beyond busted. Autopilot and Trimmers are beyond repair, and that's just the flight controls... Thread: https://forums.eagle.ru/topic/221282-bugs-fc3-autopilot-trimmer-control-issues Wish ED would make a statement on FC3, or it seems it's never getting fixed. 2014, bruh... "In new beta update manual trim and t/o trim may not work. It's known issue. Please, do not make new topics" 2021, bruh... Still in beta...
  2. FPS dropping from 60 to 40 or from 40 to 25-30 with a single active IR TV display (A-10A). Otherwise FPS remains 40-60. Option request: Update MFCDs and TVs every 1-10 frames instead of every frame, independent of cockpit setting. Though, it's NOT set to update every frame, using 512px textures only. 6 updates per second would be sufficient. Strictly not a bug, but I didn't want to file it as a 'suggestion' due to the large hit to performance on lower end systems. Another option NOT to render (skip) textures in MFCD and TV views may also increase performance. They're not strictly necessary as long as land, water and mountains appear in distinct shades. Although, that would require a filter or shader, to render them as such. Otherwise, they would appear white. Some sort of optimization seems in order here...
  3. When panning the mouse view across the screen, motion is not smooth and consistent. It slows down severely over various elements of the canopy, panels and fuselage, or while moving the mouse at a slow rate of speed. This is extremely annoying, and makes mouse view nearly unusable. v2.5.6.61527 occurs with all FC3 aircraft. Not sure when this bug was introduced, but it didn't previously exist. Have not tested A-10C module. Was planning on picking up F/A-18C module, but you keep breaking things... FC3 Autopilot + Trimmer Issues: https://forums.eagle.ru/topic/221282-bugs-fc3-autopilot-trimmer-control-issues Fresh install, toggled Fullscreen, VSync, turned off all new UIs, disabled Mouse Acceleration in Windows, updated Video drivers, disabled Windows Fullscreen Optimizations, modified CockpitMouseSpeedNormal, Fast, Slow in View.lua, checked FPS counter to rule out performance issue, etc... Seems similar to the following problems, and some other random reported TrackIR issues: 'Sticky Camera' and 'Speed Gates': https://forums.eagle.ru/topic/252576-already-reportedsticky-external-camera-movement-with-high-polling-rate-of-mice/?tab=comments#comment-4510696 View stutters due to Mouse Polling Rate: https://forums.eagle.ru/topic/228705-view-stutters-when-i-move-my-mouse-around/?tab=comments#comment-4211585 It's not just a 'speed gate', although that effect is noticeable. Something related to aircraft panels and objects is affecting the speed as well. Polling rate 'fix' is a temporary workaround: 100mhz polling +10ms input lag, 125mhz polling +8ms input lag. It also does not remove the effect completely, only reduces it, while increasing sensitivity. If you reduce sensitivity in View.lua to match, the effect becomes noticeable again, and the 'lag' is unbearable anyways, due to large 'jumps' in view angle. Better workaround: Set Axis Tune Curvature to ~20 for Mouse X and Mouse Y Axes. It's not a complete fix, but it's better than polling rate hack. Just a reminder: 2014, bruh... "In new beta update manual trim and t/o trim may not work. It's known issue. Please, do not make new topics" 2021, bruh... Still in beta...
  4. If possible: Probably not worth the effort, but if it's simple enough, Combine Flaming Cliffs 3 aircraft and Su-25T Gear Light Far/Off and Navigation Lights On/Off into a single keybind. The state of one when other is toggled doesn't matter from a functional perspective, but eliminates the need to keep track of external lighting state by the pilot and by scripts. Convert HUD Brightness Up and HUD Brightness Down into a single toggle switch that cycles between High and Low Brightness. Or add another keybind, similar to Flaps Up/Down.
  5. Circular analog input devices aren't translated correctly in Windows. It isn't possible to achieve 100% yaw/pitch/roll on the diagonal in the default configuration (calibration), only 70.7%. Affects all circular analog controllers, unless somehow supported by driver or software natively. The only workaround is to recalibrate the device, but that reduces the range of motion available to the controller, effectively making 29.3% of the range worthless if you want 100% yaw/pitch/roll on the diagonal. VJoy, Autohotkey, etc... cannot solve this issue. Actually possible with x360ce (assuming it works in DCS), but only by editing the source code and compiling (questionable example): https://www.ngemu.com/threads/circle-to-square-analog-mapping.155968/ Maybe also Joystick Gremlin, but not sure, and I don't do Python scripting: https://whitemagic.github.io/JoystickGremlin/user_plugins_code/ The only real in-game solution would be something like this (may introduce input lag and require pre-calculated tables instead): http://theinstructionlimit.com/squaring-the-thumbsticks I thought there was an option to fix this issue in-game, but apparently not. Not sure in which game/application I saw an option like this previously. Calibration can be done programmatically through Control Panel, or by setting Axis Saturation X (not Y) values in DCS configuration. HKCU\System\CurrentControlSet\Control\MediaProperties\PrivateProperties\DirectInput\VID_045E&PID_028E\Calibration\0\Type\Axes Axis 0 (x): 00 0f 00 00 00 80 00 00 00 f0 00 00 Axis 1 (y): 00 0f 00 00 00 80 00 00 00 f0 00 00 Axis 2 (z): 80 0f 00 00 80 80 00 00 80 f0 00 00 Axis 3 (rx): ff 0f 00 00 ff 80 00 00 ff f0 00 00 Axis 4 (ry): ff 0f 00 00 ff 80 00 00 ff f0 00 00 Axis identifier: 00 (x/y), 80 (z), ff (rx/ry) Axis range: 0f (15 min), 80 (128 center), f0 (240 max) Unknown: 00 00 Will set the saturation (of controller input motion range) to 87.5% for example (or set Axis Saturation X to 87.5% in DCS config). 16/128 (half range, full 0-255) = 12.5%. To reset calibration, delete the reg_binary values or use control panel to reset joystick calibration (same effect). To populate reg values, calibrate it.
  6. Not related to the F/A-18, but Autopilot is questionable in some FC3 aircraft, so it may just be busted. See [bugs] FC3: Autopilot + Trimmer control issues: https://forums.eagle.ru/showthread.php?p=4149441 As mentioned already, set a Deadzone. Gamepads require 5-10 due to loose sticks, maybe less for more stable sticks. Some aircraft will disengage autopilot after 5-15 degrees of pitch/yaw, others won't. Setting a curvature also helps to prevent tripping the threshold of 5 degrees. In terms of modes, I can only tell you what works in FC3: A-10A engage by hitting correct mode button and Engage/Disengage. Disengage with Engage/Disengage. For other aircraft, just hit the correct mode button directly, ignore Autopilot (engage) hotkey. Disengage with Reset Autopilot.
  7. Edit Axis Commands for JOY_X/Y/Z/RX/RZ and select Axis Tune button near the bottom. Set Deadzone to 10 and Curvature to 50. You can adjust them as needed, amazing for gamepads, which have an even smaller range of input and loose analog sticks. You really have to flatten that curvature for the first few degrees of input.
  8. Trim Rudder: F-15C: Trim Rudder Left/Right trims Ailerons instead. No characteristic yaw effect, as opposed to all other aircraft. Rate of trim is also sluggish vs other aircraft. Trim Reset: A-10A: Does not reset Rudders. F-15C: Lacks Trim Reset. Does not reset Rudders, since Trim Rudder Left/Right don't work. T/O (take/off?) Trim trims nose up, no difference, also bugged. Su-25: Lacks Trim Reset. Su-25T: Lacks Trim Reset, but Autopilot can be used as a pseudo-Reset. Su-27/33, MiG-29A/S/C/G, J-11A: Trim Reset works and also resets Rudders. Autopilot: F-15C: Autopilot doesn't work. MiG-29A/S/C/G: Barometric Altitude Hold doesn't work, but the 'H' version does. Both function in other aircraft. Su-25: Lacks Autopilot. A-10A, Su-27/33, J-11A: All tested Autopilot features work as expected. Autopilot Trimmers: Su-25T: Autopilot sets trimmers, but lacks Trim Reset. MiG-29A/S/C/G: Autopilot sets trimmers, but they can be reset. Autopilot Reset: MiG-29A/S/C/G: Lacks Autopilot Reset. Autopilot Reset (Stick Button) must be held down for 50ms (via script), but standard (non-Stick Button) version doesn't have this limitation, otherwise functions identically. Summary: Su-27/33 and J-11A, based on the same design, function as expected. F-15C is completely broken. A-10A, Su-25/25T and MiG-29A/S/C/G are in various states of disrepair. Resolution: A-10A: Trim Reset should reset Rudders. Su-25/25T: Add a Trim Reset hotkey. F-15C: Fix/Add Autopilot, Rudder Trim and Trim Reset functions. MiG-29A/S/C/G: Add an Autopilot Reset hotkey and fix Barometric Altitude Hold. Su-27/33 and J-11A: In working condition. Notes: Barometric Altitude Hold 'H' maintains Heading when banked less than 6/7 degrees, otherwise maintains Roll. No different from non-H and Roll Hold versions in Su-27/33. Tested: Autopilot Engage/Disengage and Disengage, Autopilot Reset and (Stick Button) version, Barometric Altitude Hold and 'H' + Roll Hold versions. I can test other options and radars/weapons if needed, but at least let me know you'll fix these first, before I buy F/A-18C. Thanks.:helpsmilie:
  9. Save a SnapView using in-game commands, then edit SnapViews.lua and copy the snapview angles you just saved to the 'default view'. Whenever you push the 'View Center' keybind, it should recenter the screen to the default view.
  10. You can edit the default position in a file called SnapViews.Lua (per aircraft, file contains views for all). You can also save snap views from within the game, the get the correct position. However, you may have to copy the snapview angles inside the file to the 'default' snapview, as I'm not sure which view (default or 0-9) affects VR and TrackIR. Some of the views are designed to zoom in on instruments or left/right panels, others are general directions, and one is the default which is used for the key 'center view'.
  11. Delete this post, updated here: https://forums.eagle.ru/showthread.php?p=4149441
  12. I ran into a few problems with the previous config, then just dropped it for some time, since there wasn't much interest. I recently fixed all of the issues associated with it though and am just fixing the last bugs. I'll post the completed version in a few days, or maybe in the New Year, as schedule gets a bit crazy.:pilotfly: Had to swap trimmers from DPAD, since using a modifier to swap between trimmers and target designator was cumbersome, which required a complete reconfiguration of assigned buttons. Trimmers on DPAD also make landing cumbersome, since you have to release the left analog control stick to adjust the trimmer. Most of the other controls were modified to fit the same scheme, where Shift Mode (LB) now primarily swaps between combat and navigation modes. Chute + Hook were conflicting with airbrake and Shift Mode. Still contemplating making Unlock Target and Throttle Down (hold) keys instead of Shift Mode. Added support for J-11A and MiG-29 variants. No plans to add TF-51D Mustang at this time. Controls are completely different, maybe when I manage to simplify A-10C.
  13. Note: This is a preliminary post to gather some feedback. I will update this post with the required files in a few days, when completed. See 3rd post for updated image. This configuration allows you to fly any Default and Flaming Cliffs 3 aircraft using only an XBOX 360 Controller, with optional Mouse, VR or Track IR to control the view. Gray keys represent 'shifted' commands, active while holding the controller's Left Button (above the Left Trigger). Requirements: Mouse: A middle button (to center view) is required. Mouse Wheel is required to control zoom level. VR / Track IR: A mouse is not required to control the view. Keyboard: Only required for taxiing, carriers, refueling, rearming and lighting. Functional Aircraft: A-10A, F-15C, Su-25/25T, Su-27, Su-33, MiG-29A/S/C/G, J-11A Autohotkey: Custom .ahk script is required to allow a wider range of controller axis and mouse binding assignments, unify several keys/functions, and fix some controller issues.
  14. ColorAliesSide = {249, 69,38} ColorEnemiesSide = {0, 72, 199} ColorUnknown = {50, 50, 50} -- will be blend at distance with coalition color Appears backwards in Labels.lua, but allies are Blue and enemies are Red in Flaming Cliffs 3 Instant Action missions. Haven't tested anything else. 'Alies'. Blur color also appears backwards. Actually, RU are red, US are blue, and the rest of the countries fall somewhere between. Now that explains RU being 'Alies'. US is enemies. Enemy is blue! ;p
  15. Generally, anything higher order in the Z-buffer (depth buffer) is not rendered. Known as Z-culling. This applies to nearly all games post-1995.
  16. Known issue, just though I'd add some input. Here's an illustration of an issue which occurred while flying the A-10A Instant Action mission. Track was not recorded. It appears as though the AI for the A-10A wingman somehow became 'disconnected' from the engine, possibly due to invalid input/parameters. It began dropping while nearly level, nose up slightly, as if it'd lost power or control, and bounced straight back up just before it hit the ground. This may have been due to some sort of check, which corrected its position when detecting a crash condition. It then did this a second time, but then became 'stuck', hovering at a 40-50 degree vertical position at the top of the second incline (as if its position were corrected a second time). But then something failed further, and it just hung there for 30 seconds, while I circled it, then continued moving, cycled back a bit and dropped, then went about its business as usual. Maybe he thought he was flying an AV-8B, hence the hovering and vertical flight level changes. :D Of note is that the aircraft's orientation did not change (became stuck) as it was performing the 'bouncing' maneuver (sorry, not sure what the technical term for that is in the Air Force). You could say it appeared exactly as though he'd lagged out, but this was in SP not MP. In a previous mission, the AI wingman simply crashed into the side of a hill as he was following on my 5 oclock in formation, but lagging behind. This has happened several more times now. edit: Just found the *.trk file location, but it only includes the last mission. I recorded 3 track files showing various AI maneuvers which just don't hold up to physics. One in which the AI wingman was janking like crazy, performing 90 degree turns, flying sideways, lifting up/down, etc... Another in which they 'skip' as if a rock would skip across a pond, hopping up and down, for several kilometers, and another which shows a steep rise then instant drop. I actually got the AI to bounce off the ground again. This time they bounced at an angle different than they fell, but I forgot to save the track. Thought it would be saved as last mission, but it wasn't.
  17. Doubt it's a lag issue. Most likely an AI issue. I just watched my AI A-10A wingman bounce up and down off the ground, hover in mid air while inclined towards the heavens, and fly backwards... in a SP mission. Mayb he thought he was an AV-8B. The mission before that, he just crashed into a hill for amusement.
  18. When your cooling system costs more than a faster CPU. I exchange parts so rarely, the cooling probably wouldn't fit the new form factor. lol. Although I doubt the i5-3570k can push his GPU to its limit, but he hasn't implied that. I know it's just barely good enough to push this Radeon 7870, and a bit extra, but not much more than that. It definitely can't push higher gen cards. Suppose it depends on the game, but then why he's getting more FPS at 25% CPU utilization is beyond me as well. If the GPU utilization doesn't change from 100% then I'm at a complete loss...
  19. ah ok, yea i run without mirrors and just look behind. they're a massive resource drain as it's essentially a second camera (view port) with slightly lower LOD and visibility values. I usually don't like OC'ing stuff, most of it fails eventually. ;p yea, it seems that announcement was regarding VR FPS specifically, and not asset/memory management or preloading design issues/oversights. as it stands, apparently you need 8-16GB VRAM and 32-64GB RAM, which would be completely unnecessary if the game was better optimized for lower end systems instead of just hogging everything. Lazy way of loading assets. Maybe that was done to mitigate the preloading stutter somewhat, once the assets are already loaded, but it creates other issues, and the original problem there is that the preload/asset management/streaming thread is blocking the graphics thread leading to FPS drops/cutting out momentarily.
  20. Not sure what you're describing. It should be using 4 cores, which I'm assuming you observed, with totals under 10%. Also assuming it's an i7 or has at least 6-8 primary cores, because on this i5-3570k @3.4GHz I get approx. 25% usage per core. Apparently, 32GB may be required, only due to the way the game is designed to 'allocate' memory for all assets via memory mapped files, instead of mapping them on-demand. Windows keeps caching to pagefile because it's trying to free up 23GB of RAM, which was allocated but never used. hehe. ;) edit: System occupies 5-6GB, so 2-3GB were cached. Also, it eventually runs out of stuff to cache to disk, then starts Hard Page Faulting at a lower rate of 60KB/sec as it shuffles RAM and cache back and forth. I just can't imagine needing more than 10-13GB to load all of the assets I need for a specific map. In MP, you have to load all the planes, but in SP why is memory being allocated for assets that aren't even in the map I'm playing? :doh: Use SysInternals Process Explorer btw. It has a lot of useful info all in one place.
  21. Woops, I meant the A-7 too, but wasn't paying attention when copy-pasting. :megalol: And yea, it's just the Crusader. Would be nice to get the Intruder and Corsair too, but then again, I think we need more Russian planes like Su-34 for ground attack maybe. ;o
  22. Virtual Size also includes memory mapped files. Essentially, they are game asset files mapped to 64 bit addresses. They aren't actually loaded into memory yet, but memory has been allocated for that task. Use SysInternal Process Monitor and select 'Show Lower Pane' to view them. Thus, it may appear that the system is using 23GB RAM (may be more depending on # of DLC installed), but is actually only using 4-8GB, the rest stored on disk in memory mapped asset files, appearing as 'virtual size'. Not all of the assets are loaded at the same time. However, I've found that the game is not clearing assets when switching missions, which increases memory usage over time, unless the game is restarted. Thus, if you play the game continuously, the ram requirement will continue to increase to 23GB+. That does not mean all 23GB+ are currently in use, which is rather inefficient, but will remain in RAM decreasing asset preload stutter (not when the assets are first preloaded, but for any subsequent missions after that), so you don't need to restart the game as often to clear out remaining assets. IMO seems to be a design oversight regarding lower-performance systems. The same applies to VRAM. Apparently, the game only uses about 4GB until more maps/aircraft/assets are loaded from other missions, at which point it appears to increase to 8GB, and 12GB+ in high resolution setups; although it should actually be 6GB. You can verify these using the in-game FPS counter (press the key twice for more detailed output). That's not all memory in use, just assets that are loaded/cached but have not been cleared. I've also noticed some strange behaviour with DCS.exe writing to pagefile.sys at 1MB/s at a constant rate, not even sure what that's about... doesn't seem like legit memory management but some sort of constant rate/logging function (but will increase preload times due to disks queue length)... which can be verified using 'resmon'. It's a pretty precise 1,066KB/sec and really awkward considering I still have 2-4GB RAM remaining. If you have no swap file, I would assume it's filling your RAM up at a rate of ~1GB per 15 mins...
  23. Intruder is AI only - F-16C Block 50 (Late 2019+) - F-4E (planned) (2020?) + HeatBlur Simulations: - AI Units: -- Aircraft: --- A-6 Intruder (in progress) + Magnitude 3 LLC: -- F4U-1d Corsair (in progress) (2019+) (EFM/ASM) -- Mig-21Bis (V2.0 in progress) (2019) (EFM/ASM) - F-8 Crusader (in progress) (2021?)
  24. Is it possible to increase the resolution of cockpit glass reflections? They appear quite pixelated. Res. of Cockpit Displays only affects aircraft instrument panels, and I've had a look at the reflections.lua file, but couldn't find the setting either.
  25. I'm assuming it's the 8GB VRAM on the 1070, which appears to be a baseline minimum for DCS. A slightly faster CPU and more RAM are always useful though so they don't bottleneck the GPU, up to a point, not sure if 16GB vs. 32GB RAM makes that much of a difference (various opinions on this topic). It can run on 2-4GB VRAM (using low resolution terrain textures), but it's not clearing the assets, so you have to restart the game each time to reduce VRAM usage before starting another mission. Same applies if you experience stuttering on 6GB-8GB cards on higher resolution maps with high resolution terrain textures, game might require a restart. It doesn't completely eliminate the stuttering, but reduces it to events every 15-30 secs instead of every 3-4 secs. You can reduce it further using other methods like SSD, etc... but it's essentially an engine issue blocking the graphics thread that is causing it, which requires a developer fix. Some users in another thread claimed ED found an issue in the terrain engine, with a fix due out later this year. Not sure how accurate that information is though.
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